Version 2.0.43

Information about releases and roadmap.
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FactorioBot
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Version 2.0.43

Post by FactorioBot »

Minor Features
  • Added support for volume and speed activity matching for persistent working sounds.
  • The swap-players command can now handle basic remote view and players in space platform hubs.
Graphics
  • Changed items to stop drawing health and spoilage bars when the player is zoomed too far out. (125880)
Balancing
  • Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
  • Gleba wetlands, lowlands, and water tiles now absorb 3 times as many spores as other tiles.
Bugfixes
  • Fixed a desync related to demolishers. (127560)
  • Fixed total raw item icons clipping out of the recipe tooltip. (120059)
  • Fixed unlimited building reach when train GUI was open from character view. (121493)
  • Fixed vehicles with portable roboports not being able to insert/remove equipment from themselves. (127228)
  • Fixed a potential stutter when stopping a variable music track. (127454)
  • Fixed variable music track intermezzo not being played correctly for subsequent tracks.
  • Fixed the collision and selection boxes for many of the Gleba tree/fungi.
  • Fixed a performance issue with lightning on explored planets. (127611)
  • Fixed tile auto-filling logic would sometimes ignore listed entities' (e.g. Asteroid collector's) buildability rules. (127249)
  • Fixed that picking rocket parts signal by pipette picked the item version of the signal, which wasn't compatible with the recipe version of the signal.
  • Fixed that inserters could get stuck inserting items if the item spoiled into one of the crafting machines current recipe ingredients. (127583)
  • Fixed ghost (non-superforced) rotated fast replace of some fast replaceable entities that have rotation constrains after placement. (100956)
  • Fixed cutting both tile ghosts and non-(tile ghost) entities would remove the tile ghosts, despite not include them in resulting BP. (127588)
  • Fixed that remote equipment removal couldn't be cancelled. (123069)
  • Fixed that Ctrl+Click on empty equipment grid slot in remote view behaved unexpectedly. (127251)
  • Fixed production score script error when encountering recipe products of type "research-progress". (125973)
  • Fixed that trees on Gleba were taking damage from and absorbing spores. (123472)
  • Fixed that some tile types on Gleba were not absorbing spores.
  • Fixed that the train control hint window was showing in remote view of other surfaces. (118902)
  • Fixed that undoing a fast replace would not restore wires. (117356)
  • Fixed a crash with rocket flying sound after a failed audio device switch.
  • Fixed that it was possible to rotate blueprint with thrusters. (125242)
  • Fixed custom minimap widget would not restore zoom after save-load, would ignore zoom given during creation and would change zoom incorrectly when writing to zoom. (127590)
  • Fixed that canceling cliff deconstruction could break cliff deconstruction. (127640)
  • Fixed that manually placing a real entity on a ghost didn't set item requests properly. (127575)
  • Fixed a crash when drawing combinator with activity_led_sprites missing. (127661)
  • Fixed rocket target GUI was showing platforms unsorted. (127668)
  • Fixed platforms list not updating after platform was renamed. (127666)
  • Fixed crash related to boilers when configured to output fluid with lower temperature than default temperature of output fluid. (124071)
  • Fixed recipe raw for some gleba recipes would use some unexpected recipes to obtain spoilage. (123147)
  • Fixed decider's output constant was not covered by parametrisation. (127695)
  • Fixed display panel not updating rendered text after parametrisation. (127694)
  • Fixed consistency issue related to importing blueprint strings where assembler is given a recipe it cannot craft. (127707)
  • Fixed a crash when script tries to set deconstruction planner's entity filter to contain only quality condition. (127716)
  • Fixed a crash on saving when blueprint was made out of a train that contains a non temporary rail target. (119656)
  • Fixed util.rotate_position was working incorrectly. (127725)
  • Fixed changing deconstruction planner entity and tile filters by script would not replace all filters. (127720)
  • Fixed unit groups getting stuck while following a path, causing the units in the group to give up on their goal. (127187)
  • Changed asteroid spawning to be consistent regardless of what other game things are happening. (127656)
  • Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. (126778)
  • Fixed a crash when trying to open the logistics GUI while dead. (127693)
  • Fixed that galaxy of fame wasn't available when player died after winning the game. (122394)
  • Fixed that changing enemy expansion settings didn't update the enemy expansion map. (113349)
  • Fixed that choose elem button filters did not handle migrations at all. (127652)
  • Fixed that turrets could get stuck shooting at the wrong location when target-leading fast targets. (127650)
  • Fixed that entity quality conditions when rendering blueprints would render behind the entity. (127724)
  • Fixed importing upgrade planner string would not preserve fuel mappers. (127742)
  • Fixed potential crash when drawing an entity in the GUI at scale 0. (127734)
  • Fixed module slots configured in upgrade planner would not preserve positions when exported to a string. (127742)
  • Fixed various issues related to upgrade planner and Lua API. (127745)
  • Fixed programmable speaker alert quality wasn't shown in the alert slot. (117363)
  • Fixed it was not possible to use more than 6 recipe ingredients in blueprint parametrisation formulas. (127748)
  • Fixed it was not possible to configure infinity cargo wagon infinity filters in some cases. (127743)
  • Fixed that setting fluids on a FluidBox via Lua would give fluids to ghost entities, which would cause a consistency check failure. (127733)
  • Fixed space platform schedule was not updating logical operator when changed by other players. (126828)
  • Fixed manually changing upgrade target of entity was not covered by undo. (126895)
  • Fixed freeplay description was changing to space age freeplay even if space-age mod was not enabled. (127215)
  • Fixed some icons were not collected for galaxy of fame uploads. (125306)
Modding
  • Added AirbornePollutantPrototype::damages_trees.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental.
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GregoriusT
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Re: Version 2.0.43

Post by GregoriusT »

Trees no longer take damage from spores nor absorb spores as a result of taking pollution damage.
why do i have a feeling that some of those changes were because a modder decided to put everything on Nauvis XD
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
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pioruns
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Re: Version 2.0.43

Post by pioruns »

Wow that bugfixing is massive, well done devs!
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Re: Version 2.0.43

Post by Kyralessa »

FactorioBot wrote: Wed Mar 26, 2025 1:38 pm Minor Features
  • Added support for volume and speed activity matching for persistent working sounds.
What does this mean?
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Fabriken AGI
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Re: Version 2.0.43

Post by Fabriken AGI »

This game is not just a job for you guys. This is clearly a passion project! Thanks for doing this :space-age:
Omnipotent Intergalactic Entity :: Fabriken AGI <> consume :: adapt :: evolve :: expand
🏭🚀✨🎵 } Factorio inspired music videos :: 🎵 Endless Hunger Machine 🤖 :: 🎵 Colors in Zero-G 🦊 :: 🎵 Fuel the Stars ✨
--
TikTok: @fabriken.agi
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MEOWMI
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Re: Version 2.0.43

Post by MEOWMI »

Seeing the Gleba spore changes in action, this is the first time I can really say that I feel Gleba is properly balanced.
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Re: Version 2.0.43

Post by Donion »

Kyralessa wrote: Wed Mar 26, 2025 2:36 pm
FactorioBot wrote: Wed Mar 26, 2025 1:38 pm Minor Features
  • Added support for volume and speed activity matching for persistent working sounds.
What does this mean?
The volume and/or playback speed can be influenced by entity's activity rate. Activity rate is a general concept telling you how active an entity is (it means different things for different entities). Up until now this couldn't be used for persistent working sounds.
We're using it for the sound of pipes, with more flow through the pipes the volume and speed of the sound increases (with some limits).
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Re: Version 2.0.43

Post by mmmPI »

Making a daw little by little x)
Atraps003
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Re: Version 2.0.43

Post by Atraps003 »

Thank you devs. Your efforts are appreciated.
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Re: Version 2.0.43

Post by Xeonight »

Atraps003 wrote: Wed Mar 26, 2025 7:01 pm Thank you devs. Your efforts are appreciated.
+1!
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Re: Version 2.0.43

Post by oobanooba »

Galaxy of fame fix!

I can finally upload my factory! WOOOOOOOOO!
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